Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Folk Tale is an Early Access game, meaning that is has been released while in development for players to contribute feedback and help drive the final game. Bugs should be expected, and content - while very playable - is incomplete and still being worked on.

Folk Tale has an established track record of regular patches that include new mechanics, content, and bug fixes, and our community rate us as one of the most transparent and open developers in Early Access. If you want to invest your heart into a game and a team of developers who listens and more importantly responds, Folk Tale is for you.

We're in the Early Access program because community involvement matters. We believe it's the future of game development, and the best way to ensure we deliver a high quality bug free game that's fun to play.

How is the full version planned to differ from the Early Access version?

What is the current state of the Early Access version?

“The videos at the top of the store page are a good reflection of the state of the game and will be updated every few months. Most of the mechanics are implemented, and we're focused on rolling out more content and fixing bugs.”

Will the game be priced differently during and after Early Access?

“It's likely that the final price on completion will be higher.”

How are you planning on involving the Community in your development process?

“We've been in Early Access long enough to build a reputation for dedication to community engagement. You'll find us discussing posts and answering questions in the community forums on a daily basis.”

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November 24

The primary changes include Act II Bufo campaign in it’s entirety, the Grublin boss battle, numerous changes to inventory and crafting UI to further reduce micro-management, and access from anywhere to world travel.

Player: Campaign Act II: Toadkin faction is now playable start to finish
Player: Campaign Act II: Added Scruplez and Urzal joint boss battle
Player: Campaign Act II: Added Murp behemoth battle
Player: Changed topbar layout to be more compact, added firewood and berries
Player: Added Auto Transfer option to crafting UI to remove need to manually allocate gear to building stores
Player: Equipment Store loot is now equipped based on item loot score rather than positional rank
Player: Character Sheet now has a ‘grab best loot’ button to get loot from the village inventory
Player: Village Inventory dialog now has a ‘Distribute’ button to transfer equippable loot to building stores
Player: Added delete save game to UI
Player: Hooked up the world map to topbar and minimap buttons
Player: Scruplez now has grapeshot and homing missile abilities
Player: Olga’s frost magic abilities have been expanded (still WIP)
Player: Bosses, behemoths and heroes (when being fought) have been rebalanced

Bug Fixes

Fix: Removed jittering on stairs when fighting
Fix: Soft particle shaders now working as intended
Fix: Added offset to projector shader to help some z fighting with props close to the ground
Fix: Reduced memory usage slightly on SSAO by removing unused multi-compiles, prevented performance drop when camera is close to say walls by clamping sample radius
Fix: Grublin dazed animation had unwanted global move data that caused them to vanish when stunned
Fix: Building dialog options no longer appear in front of minimap texture and markers
Fix: Big hover healthbar wasn’t updating frequently enough
Fix: Unhappiness can no longer descend into -infinity when villagers are not allowed to leave
Fix: Time was showing instead of date on save games made before midnight
Fix: Discovering the Glade pathway before helping the Withering Dead would enable World Travel right into the middle of a cutscene location
Fix: Replaced cloak slot image on character sheet with trinket slot image
Fix: Projectiles weren’t being destroyed when a ranged attack is aborted because an ability order was given
Fix: Willow wasn’t able to solo balance
Fix: Lilith’s Life Steal ability wasn’t notifying characters that it had damaged them (would not aggro when attacked)
Fix: Piranha now only drop fish as loot instead of armor and weapons
Fix: Save games weren’t correctly serializing some boss abilities (e.g. Bla’tu)
Fix: Looping ambient sounds weren’t stopping when exiting a map
Fix: Monsters weren’t getting rebalanced after meeting them first as a non-aggressive faction

Character references are now always passed around as WorldObject references to reduce the need for converter nodes. ForEachCharacter and CharacterToWorldObject nodes have now been hidden (but will appear in legacy scripts). It is recommended you replace any instances ForEachCharacter with ForEachWorldObject.

Many Water FX kit assets can now be controlled with the Door node in workbench, and support fading when turned off. Their default state in the inspector for existing pieces used in maps for IsActive is Off, which will cause them not to show up. Level designers will need to select any water fx assets and check the ‘IsActive’ box in the inspector.

Known Issues

It’s entirely possible to get 2 Quixl’s in your party

Grab best loot has a few low impact bugs, and might unequip hero weapons

Borgle isn’t being balanced correctly during his final confrontation

Murp isn’t being balanced correctly

If Kenny is stunned as his cohorts are die, he won’t flee

Level 6 rabbits, lol

Developer Comments

When enabling auto transfer in the crafting menu, newly crafted items will be moved to appropriate building equipment stores. The system - where possible - allocates on an as needed basis, so if there’s only 1 woodcutter working, it won’t send more than 1 cloth cap there. The ‘Distribute’ button on the village inventory dialog works using similar allocation rules.

October 21

The primary changes include partial language support for German and Russian, Act II from start to finish for the Grublins (first pass), the Toadkin boss and behemoth battles, a new dungeon and several new critters.

Player: Act II Grublin storyline now playable in entirety as a first-pass
Player: Bla’tu (Toadkin leader) boss battle encounter
Player: Mighty Rhog (Toadkin Behemoth) boss battle encounter
UI: Some layout reformatted to better support translated labels
UI: Settings: Game: Language setting added with partial support for German and Russian*
Maps: Campaign: Sunken Depths added (accessible from Bla’tu’s Temple)
Maps: Campaign: Bountiful Bog: Dr Murp’s added
Maps: Campaign: Shirebrook: Crabs added to shoreline
Maps: Sandbox: Stinking Swamp: Kobold group near the kobold village now spawns less often
Editor: Workbench: Added Buff node to apply buffs to characters (needs json file lookup)
Editor: Workbench: Added CharacterScale node
Assets: Terrains: Swamp Ruins: Statue Trap - see notes
Assets: Characters: Mighty Rhog: Run removed, he was moving stupidly fast, abilities added
Assets: Characters: Grassland Animals: Added cave and gladiator crabs
Assets: Characters: Swamp Animals: Added scorpion
Assets: Characters: Grassland Animals: Added cave crab and gladiator crab
Assets: Characters: Piranha: Added environmental (non-attackable) hazard; needs some bug fixes
Assets: Characters: Toadkin: Blotch: Updated to use a warhammer
Assets: Props: Characters: Toadkin: Bla’tu Shield static character added for instantiation via Workbench
Assets: Systems: Systems: Added sparkles (used to highlight things of interest)
Assets: Loot: Added 9 trinkets (Gladefolk: Cocoon, Magic Mushrooms, Wood Imp Wing, Toadkin: Amber Insect, Obsidian Tusk, Toad Carving, Withering Dead: Bottled Eye, Ritual Urn, Wishbone)
Assets: Loot: Added 7 new keys (Cult Of Pyros Key, Dwarven Key, Glacian Key, Gladefolk Key, Grublin Key, Toadkin Key, Order Of The Fang Key)
Fix: Opening world map would clear world specific files which would trigger all json files to be reloaded, breaking a lot of things
Fix: Characters with Auto AI disabled will no longer engage with the enemy without being provoked or other allies are fighting nearby
Fix: Tweaked animation blending at end of an attack order to prevent units gliding
Fix: Effects on abilities sometimes lost the information about which ability was being used
Fix: Nara can no longer be attacked while in her cocoon
Fix: AI now queries for nearby targets directly instead of relying on the combat system to keep an up to date list (which it sometimes didn't, e.g when the character was of type CharacterStatic such as a destructible column)
Fix: Swamp Ruins Kit: some doors weren’t working properly
Fix: Added support for male/female variants of last names (required for language support)
Fix: Characters were being initialized completely in the editor which could prevent them from using up to date info (e.g health/names/etc.)
Fix: Inventory items are now loaded synchronously when a location loads instead of asynchronously as that could cause some lag when the loot system needed to be initialized
Fix: Added wider dialog header image to support longer character names due to translation
Fix: Prevented damage text greater than 4999 appearing, which only happens in code cheats

Known Issues

Lilith is overpowered

Borgle is underpowered

Any level designers that have used Bla’tu will need to re-insert him into their map

Developer Comments

* Partial language support has been added for German and Russian. It’s ‘partial’ because only labels that are unlikely to change have been translated. Quest text is subject to change, and has therefore not been translated. Both languages were selected because of their character sets. Special thanks go out to Nori for the German translation and Psytoshgen for Russian.

Both Bla’tu and Rhog battles make use of the new tagging system. Destructible Column 01 are tagged with ‘blatu_column’. As they are destroyed, falling debris will start landing on his magic shield. Statue Trap 01 are tagged with ‘blatu_statue’ and can be activated by Bla’tu’s magic to begin releasing fireballs. Finally, in the center of the room is a point tagged with ‘blatu_mortar’. This is used as the central point for when debris starts falling in the room, which the player must then avoid.

Rhog uses points tagged with ‘rhog_spawner’ to notify where whirlpools and piranha will spawn, and ‘rhog_scorpion’ where the scorpions emerge.

"Folk Tale has some interesting ideas and a sense of humour."
– PC Gamer

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight game to date"
- Original Curators Group

About This Game

Folk Tale is a fantasy village builder ARPG game in which you lead a ragtag band of peasants in growing a thriving market town, while dastardly minions plot your downfall! Recruit heroes and head out into the wilds to fight back against evil. Or, you know, to get sweet sweet loot. Either or.

Players are comparing Folk Tale with Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 and Black and White 2. Folk Tale is not a pure play role-playing game such as Pillars Of Eternity, and adopts more of a MOBA approach to hero abilities than a CRPG.

Planned Features

Please note not all features and content have been completed yet. For more information please visit the Development Roadmap on our website.

Build your own impressive settlement and economy

Manage villager needs and happiness

Train a garrison of Spearmen, Crossbowmen, City Watch and Cavalry

Meet, recruit, and level-up heroes and special abilities

Explore a rich and diverse world including dungeons

Take direct control of your villagers and heroes similar to RTS games

Research new technologies unlocking crafting recipes and economic bonuses

Collect resources and loot corpses for new gear and ingredients to be used in crafting